Cartouche of Solidarity


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Common

Combos Browse all

Cartouche of Solidarity

Enchantment — Aura

Enchant creature you control

When Cartouche of Solidarity enters the battlefield, create a 1/1 white Warrior creature token with vigilance.

Enchanted creature gets +1/+1 and has first strike.

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Cartouche of Solidarity Discussion

SynergyBuild on Boros heroic tokens

2 days ago

Cartouche of Solidarity is pretty decent.

solarPULSAR on Mind-Boggling Bogles

5 days ago

Silhana Ledgewalker is a good add because only 12 Bogle creatures probably isnt enough, you want to have one off your opening hand as often as possible. I would remove Leyline of Sanctity for it as that doesnt stop one of Bogle's biggest enemies in Liliana's sac effect, and only synergies it has in your deck is Ethereal Armor

I would also run more Dryad Arbors. Spirit Link could replace Cartouche of Solidarity or be added for burn decks, although Cartouche is great for Liliana. Sixth Sense is also great for card draw as Kor Spiritdancer usually doesn't get to draw cards. I would also consider making Hyena Umbra a four of as the totem armor effect is fairly important. Gryff's Boon is a decent one-of for evasion purposes.

Shwang on Vamp Domination

1 week ago

Thanks for the suggestions Braingamer! I think you're definitely right that Gideon's Resolve isn't worth keeping in. Sanctum Seeker has been basically gold, especially for getting the turn 4 or 5 win, so I will probably keep those in. I might be taking out Bishop of the Bloodstained and Call to the Feast to lower the general CMC of the deck, and will consider adding Gifted Aetherborn and Cartouche of Solidarity!

Braingamer on Vamp Domination

1 week ago

Okay if you're going for an aggressive strategy I would say cut Call to the Feast and Queen's Commission for 4 Gifted Aetherborn. Also if you're going to have Trial of Solidarity then I would say add Cartouche of Solidarity and Cartouche of Ambition just so you get the effect continuously. also Vampire's Zeal and Supernatural Stamina main board. Also Gideon's Resolve is kinda bad if your aggro, it's a waste of a turn 5 play because all it does it give your creatures +1/+1 along with tutor an okay planeswalker. Also maybe only 2 Sanctum Seeker it's cmc is kinda high if your aggro. Also Yahenni is a mainboard if your aggro.

Grubbernaut on I NEED A HERO

1 week ago

Cartouche of Solidarity should go to the SB for edict effects. That's one of the biggest things heroic is weak to

xyr0s on American Humans

1 week ago

Champion of the Parish being a WEAK copy of anything?!? Riiiight... No, it's a 1-drop, that can be 3/3 by turn 2, without any direct mana investment (by playing either 2 other 1-drops, or by playing Gather the Townsfolk).

Cartouche of Solidarity is just a bad a card as any other aura you play on unprotected creatures, and that is actually very bad. All your creatures are vulnerable to removal (duh, creatures are, that's why there's removal cards in the first place), but add in an aura on top of that, and opponents removal spells suddenly goes 2-for-1. Speaking of removal spells: Archetype of Imagination is really weak for a 6 cmc creature. Recommending a better card... hmmm... Lightning Bolt? It's good, and you don't play any.

What is it you want to give haste so badly, that you've brought Bloodlust Inciter? None of your turn 2 creatures really just scream "speed me up!"

Choice of counterspells: Casting cost is important. You don't get to use any of these, unless you hold 4 mana back to your opponents turn, which makes it hard to also play any of the humans that are actually supposed to win you the game. If your counterspells are mainly for protecting your creatures, try something like Spell Pierce and Mana Leak.

Lands: Don't play bounce-lands unless you have some way of getting something extra out of them, and that way is Amulet of Vigor. Otherwise, if you play them as early as possible (turn 2), they don't give you any acceleration until turn 5, and if they're destroyed or bounced before that, you are locked out of the game.

Fury of the Horde: how often do you actually have 2 red cards to discard to pay for it? I'm counting 12 red cards, total, but 8 of them are the same cheap creatures that you'd probably rather use for attacking, since you are getting 2 attack steps.

DarkStarStorm on Super Budget Dumpster Fire

1 week ago

And what happens if your opponent drops a Gladecover Scout on turn one, an Ethereal Armor + Rancor turn two, and a Daybreak Coronet + Cartouche of Solidarity turn three?

What happens if they keep casting Lightning Bolts at your face while countering your lifelink with Skullcrack?

What happens if their win conditions don't make use of creatures, or they make creatures faster than you can exile them?

DarkStarStorm on JUND Midrange

2 weeks ago

Death's Shadow relegated to the sideboard? The point is that you simply cannot play the slow game with Scavenging Ooze anymore. Even Bogles, which was one of Jund's best matchups, just doesn't care about anything you do now that they run 3 Cartouche of Solidarity and mainboard Leylines. I feel as though the deck needs to take advantage of its strengths to go over the top of your opponent. It used to be able to be the best in every category, but it just can't do that anymore.

The deck's versatility is not that the old vanilla Jund list can beat any deck in the format. Its reputation for that comes from the color combination lending itself to adopting a list that can beat any deck in the format. Right now, in this meta, that list includes Death's Shadow.

Looking at his matchup data, you can see how much it would improve the deck. - "I faced Jeskai Through the Breach round one and literally had no chance. I didn't find my discard spells and turns 1-5 I couldn't stick anything on the board."- "Game three was pretty low action on both sides."- "He got there by Turn 6 or 7 and I scooped them up..."

These examples back up my statement of how four Goyfs don't cut it. If you have Goyf 5-8, then you're always going to have action. If they Path/Push a single Goyf, they just removed a 1/4 of your best chance at winning. Sure you can win with Rabblemaster, but that's a long time of waiting for them to topdeck their combo piece and win. If you're that dead-set on keeping the Goyfs, then at least add some copies of Claim. Grim Flayer also works.

EDIT: Just to clarify, this is a discussion and I am stating my opinion of where Jund fits into the meta. If you don't agree, then tell me why. I do not play Jund; I just know what I do from studying matchups and analyzing the metagame.

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